/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef _VMAPMANAGER2_H
#define _VMAPMANAGER2_H

#include "IVMapManager.h"
#include "Dynamic/UnorderedMap.h"
#include "Define.h"
#include <G3D/Vector3.h>

//===========================================================

#define MAP_FILENAME_EXTENSION2 ".vmtree"

#define FILENAMEBUFFER_SIZE 500

/**
 This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
 For each map or map tile to load it reads a directory file that contains the ModelContainer files used by this map or map tile.
 Each global map or instance has its own dynamic BSP-Tree.
 The loaded ModelContainers are included in one of these BSP-Trees.
 Additionally a table to match map ids and map names is used.
 */

//===========================================================
namespace VMAP {
class StaticMapTree;
class WorldModel;

class ManagedModel {
public:
	ManagedModel() :
			iModel(0), iRefCount(0) {
	}
	void setModel(WorldModel *model) {
		iModel = model;
	}
	WorldModel *getModel() {
		return iModel;
	}
	void incRefCount() {
		++iRefCount;
	}
	int decRefCount() {
		return --iRefCount;
	}
protected:
	WorldModel *iModel;
	int iRefCount;
};

typedef UNORDERED_MAP<uint32 , StaticMapTree *> InstanceTreeMap;
typedef UNORDERED_MAP<std::string, ManagedModel> ModelFileMap;

class VMapManager2: public IVMapManager {
protected:
	// Tree to check collision
	ModelFileMap iLoadedModelFiles;
	InstanceTreeMap iInstanceMapTrees;
	// UNORDERED_MAP<unsigned int , bool> iMapsSplitIntoTiles;
	UNORDERED_MAP<unsigned int , bool> iIgnoreMapIds;

	bool _loadMap(uint32 pMapId, const std::string &basePath, uint32 tileX, uint32 tileY);
	/* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */

public:
	// public for debug
	G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
	G3D::Vector3 convertPositionToMangosRep(float x, float y, float z) const;
	static std::string getMapFileName(unsigned int pMapId);

	VMapManager2();
	~VMapManager2(void);

	int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y);

	void unloadMap(unsigned int pMapId, int x, int y);
	void unloadMap(unsigned int pMapId);

	bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2);
	/**
	 fill the hit pos and return true, if an object was hit
	 */
	bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
	float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist);

	bool processCommand(char * /*pCommand*/) {return false;} // for debug and extensions

	void preventMapsFromBeingUsed(const char* pMapIdString);
	bool getAreaInfo(unsigned int pMapId, float x, float y, float &z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const;
	bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float &level, float &floor, uint32 &type) const;

	WorldModel* acquireModelInstance(const std::string &basepath, const std::string &filename);
	void releaseModelInstance(const std::string &filename);

	// what's the use of this? o.O
	virtual std::string getDirFileName(unsigned int pMapId, int /*x*/, int /*y*/) const
	{
		return getMapFileName(pMapId);
	}
	virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y);
};}
#endif
